FR EN DE ES IT PT
Constructive Criticism We received an enormous amount of feedback following the updating of jobs applied in Version 2.29. Here is a summary of the main issues that we intend to correct in version 2.30:
  • Some resources are far too rare and make the manufacturing of items (including consumables) too difficult.
  • Recipes for consumables are sometimes too complex, and the dependence on other professions is too restrictive.
  • The profession of fisherman is too difficult to level and the absence of certain protectors is penalizing.
  • Progression in the profession of hunter is too laborious.

 

Harvestable Resources

We completely changed the distribution of harvestable resources in the game. We have balanced all quantities of resources present in the game according to their level (the higher the level of the resource, the more rare it is). We have also improved the distribution of resources throughout the world: you can find resources on a much larger number of maps. Almost all areas of the game now have resources.

Here are some comparisons to illustrate the changes in the amount of resources between version 2.29 and version 2.30 (the amounts indicated for version 2.30 are intentionally rounded, we are continuing to work on value adjustments).



Alchemist:

Level Name Qty 2.29   % Qty 2.30   %
1 Nettle 58 4% 600 22%
20 Sage 61 5% 500 18%
40 Five-Leaf Clover 316 24% 410 15%
60 Wild Mint 221 17% 330 12%
80 Freyesque Orchid 178 13% 260 9%
100 Edelweiss 143 11% 200 7%
120 Pandkin Seed 48 4% 150 5%
140 Ginseng 25 2% 110 4%
160 Belladonna 23 2% 80 3%
180 Mandrake 23 2% 60 2%
200 Snowdrop 233 18% 50 2%
  Total 1329   2750  



Lumberjack:

Level Name Qty 2.29   % Qty 2.30   %
1 Ash Wood 527 23% 600 16%
20 Chestnut wood 445 20% 500 13%
40 Walnut Wood 228 10% 410 11%
60 Oak Wood 140 6% 330 9%
70 Bombu Wood 99 4% 295 8%
80 Maple Wood 203 9% 260 7%
90 Oliviolet Wood 86 4% 230 6%
100 Yew Wood 64 3% 200 5%
110 Bamboo Wood 60 3% 175 5%
120 Cherry wood 59 3% 150 4%
130 Hazel Wood 21 1% 130 3%
140 Ebony Wood 35 2% 110 3%
150 Kaliptus Wood 39 2% 95 3%
160 Hornbeam Wood 21 1% 80 2%
170 Dark Bamboo Wood 62 3% 70 2%
180 Elm Wood 11 < 0% 60 2%
190 Holy Bamboo Wood 3 < 0% 55 1%
200 Aspen Wood 179 8% 50 1%
  Total 2282   3800  
 

Miner:

Level Name Qty 2.29   % Qty 2.30   %
1 Iron 224 12% 300 20%
20 Copper 159 9% 250 17%
40 Bronze 177 10% 205 14%
60 Cobalt 129 7% 165 11%
80 Manganese 117 6% 130 9%
100 Tin 190 10% 100 7%
100 Silicate 57 3% 100 7%
120 Silver 212 11% 75 5%
140 Bauxite 208 11% 55 4%
160 Gold 225 12% 40 3%
180 Dolomite 61 3% 30 2%
200 Obsidian 94 5% 25 2%
  Total 1853   1475  



Farmer:

Level Name Qty 2.29   % Qty 2.30   %
1 Wheat 2073 32% 600 20%
20 Barley 260 4% 500 17%
40 Oats 686 11% 410 14%
60 Hops 454 7% 330 11%
80 Flax 693 11% 260 9%
100 Rye 686 11% 100 7%
100 Rice 210 3% 100 7%
120 Malt 330 5% 150 5%
140 Hemp 562 9% 110 4%
160 Corn 96 1% 80 3%
180 Millet 82 1% 60 2%
200 Frosteez 300 5% 50 2%
  Total 6432   2750  



Fisherman:

A comparison with the values ​​present in version 2.29 is not possible because the way that fishing works has been changed.
 
Level Name Qty 2.30   %
1 Gudgeon 300 12%
10 Grawn 275 11%
20 Trout 250 10%
30 Crab Surimi 225 9%
40 Kittenfish 205 8%
50 Breaded fish 185 7%
60 Ediem Carp 165 6%
70 Shiny Sardine 150 6%
80 Pike 130 5%
90 Kralove 115 4%
100 Eel 100 4%
110 Grey Sea Bream 85 3%
120 Perch 75 3%
130 Blue Ray 65 3%
140 Monkfish 55 2%
150 Sickle-Hammerhead Shark 50 2%
160 Lard Bass 40 2%
170 Cod 35 1%
180 Tench 30 1%
190 Swordfish 25 1%
200 Icefish 25 1%
  Total 2585  
 

Consumables Recipes

Almost all consumables recipes have been modified:
  • They have been simplified (fewer types of ingredient):
    • At low levels recipes only use one ingredient.
    • Recipes only incorporate resources from monsters if the item requires level 40 profession or higher
  • The dependency on other professions has been reduced:
    • Only after level 20 do recipes use ingredients from other professions.
    • When ingredients come from other professions, they are lower in level than the main job level required and are in smaller amounts.
  • Hit points gained through consumables are reduced accordingly.
Items used only for other jobs recipes (eg the concoctions) can no longer be made and can be used to retrieve the ingredients that were used to make them.
With these changes we hope to facilitate low-level progress in consumable manufacturing professions. It should no longer be necessary to advance several harvest professions in parallel for players who do not wish to rely significantly on trade.

 

A Hunter who Hunts Hunting

In version 2.29, almost every monster family has a specific meat. This operation makes the progression of the Hunter profession too restrictive because the number of different meats is very important and they can usually only be obtained in one area. This operation also involves the addition of a new type of meat and their recipes associated with each new monster family added to the game. In version 2.30 we decided to proceed in a different way, we now have 21 different meats that are more generic and can be used by several different monster families.

Old types of meat that no longer exist can be converted into new types of meat. Old types of meat that still exist cannot be converted, as they are still usable. Old meat is now changed to one of two new categories: Expired Meat (resources) and Primitive Meat (consumables); old types of meat are no longer available in the markets.

List of meats:
 
Level Name
1 Ethereal Meat
10 Ground Meat
20 Rotten Meat
30 Contaminated Meat
40 Mineral Meat
50 Tender Meat
60 Miserly Meat
70 Corrupted Meat
80 Blood-Soaked Meat
90 Stale Meat
100 Exsudative Meat
110 Dried meat
120 Bloody Meat
130 Marbled Meat
140 Macerated Meat
150 Bushmeat
160 Fresh Meat
170 Lean Meat
180 Spoiled Meat
190 Black Meat
200 Tasty Meat
 
 

Every Fish has a Past, and Every Fisherman a Future

All types of fish now have a dedicated and identifiable harvest location. So you can choose which fish you want to fish more easily.
Description : C:\b7b0ca1f71413af071cc31cad3002ea8

All fish have a protector allowing additional quantities of resources to be obtained.

This profession now has 21 different fish, which provides greater progression flexibility to the role (a new type of fish can be harvested every ten levels).
 

Smithmagic Job Progression

In Version 2.29 the progression of the smithmagic professions during the first levels was too difficult. We modified the xp formula to facilitate this growth, particularly in the early levels.

 

Obtaining Smithmagic Runes

Since the introduction of the new smithmagic rune generation system, we use a history of item destruction whose size is deliberately limited (the number of old items crushed are progressively into account less and less when calculating bonuses or penalties applied to items as time goes on). This history cannot be too long because we do not want new items in the game to benefit from an excessively large bonus compared to the old items which have been in the game for a long time (and logically account for a significant number of total crushes).

In version 2.30 we decided to increase the size of this history. The most commonly crushed items will incur major penalties but items crushed less often will get bigger bonuses.
We are aware that the changes to the smithmagic rune generation mechanism and to professions have generated significant changes in the price and scarcity of most runes. Our goal is not to make forgemagic excessively elitist, we do hope that it remains accessible but we want to make sure that the most powerful items (typically those with "exotic" forgemaging) are not commonplace either.
 

Manufacture of Mass Produced Goods

In Version 2.29, the production of mass produced items could be too long and difficult to follow (as the chat interface is spammed with manufacturing object messages). Each manufacturing request was dealt with separately, which implied a potentially large load for game servers, forcing us to delay each production.
In version 2.30 we have modified this operation and mass production of items are now processed at the same time, all objects are instantly made. We felt it was no longer relevant to make players "wait" in front of their craft interface without them being able to actually interact with the game during the production of their objects.

Deployment

These changes can be tested in version 2.30 BETA.

 
Category: Game design